unreal.BaseAttenuationSettings
¶
- class unreal.BaseAttenuationSettings(distance_algorithm=AttenuationDistanceModel.LINEAR, attenuation_shape=AttenuationShape.SPHERE, d_b_attenuation_at_max=- 60.0, falloff_mode=NaturalSoundFalloffMode.CONTINUES, attenuation_shape_extents=[400.0, 0.0, 0.0], cone_offset=0.0, falloff_distance=3600.0, custom_attenuation_curve=[])¶
Bases:
unreal.StructBase
Base class for attenuation settings.
C++ Source:
Module: Engine
File: Attenuation.h
Editor Properties: (see get_editor_property/set_editor_property)
attenuation_shape
(AttenuationShape): [Read-Write] The shape of the non-custom attenuation method.attenuation_shape_extents
(Vector): [Read-Write] The dimensions to use for the attenuation shape. Interpretation of the values differ per shape.Sphere - X is Sphere Radius. Y and Z are unused Capsule - X is Capsule Half Height, Y is Capsule Radius, Z is unused Box - X, Y, and Z are the Box’s dimensions Cone - X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle
cone_offset
(float): [Read-Write] The distance back from the sound’s origin to begin the cone when using the cone attenuation shape.custom_attenuation_curve
(RuntimeFloatCurve): [Read-Write] The custom volume attenuation curve to use.d_b_attenuation_at_max
(float): [Read-Write] The attenuation volume at the falloff distance in decibels (Only for ‘Natural Sound’ Distance Algorithm).distance_algorithm
(AttenuationDistanceModel): [Read-Write] The type of attenuation as a function of distance to use.falloff_distance
(float): [Read-Write] The distance over which volume attenuation occurs.falloff_mode
(NaturalSoundFalloffMode): [Read-Write] Whether to continue attenuating, go silent, or hold last volume value when beyond falloff bounds and ‘Attenuation At Max (dB)’ is set to a value greater than -60dB. (Only for ‘Natural Sound’ Distance Algorithm). */
- property attenuation_shape¶
[Read-Write] The shape of the non-custom attenuation method.
- Type
- property attenuation_shape_extents¶
[Read-Write] The dimensions to use for the attenuation shape. Interpretation of the values differ per shape. Sphere - X is Sphere Radius. Y and Z are unused Capsule - X is Capsule Half Height, Y is Capsule Radius, Z is unused Box - X, Y, and Z are the Box’s dimensions Cone - X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle
- Type
(Vector)
- property cone_offset¶
[Read-Write] The distance back from the sound’s origin to begin the cone when using the cone attenuation shape.
- Type
(float)
- property custom_attenuation_curve¶
[Read-Write] The custom volume attenuation curve to use.
- Type
- property d_b_attenuation_at_max¶
[Read-Write] The attenuation volume at the falloff distance in decibels (Only for ‘Natural Sound’ Distance Algorithm).
- Type
(float)
- property distance_algorithm¶
[Read-Write] The type of attenuation as a function of distance to use.
- Type
- property falloff_distance¶
[Read-Write] The distance over which volume attenuation occurs.
- Type
(float)